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Monday, October 31, 2016

David Pumpkins is a capricious fey troublemaker, a servant of the Harvest King dedicated to bringing a bit of spooky levity to the mortal world. Typically, he and his skeletal minions choose group of mortal adventurers to follow around, appearing and disappearing at their whim to sow mischief and discord.

Innate Spellcasting: David Pumpkins’ innate spellcasting ability is Charisma (spell save DC: 13). He can cast the following spells, requiring no material components.

At Will: Invisibility, Prestidigitation

3/day: Hold Monster, Teleport

Magic Resistance. David Pumpkins has advantage on saving throws against spells and other magical effects.

ACTIONS

Multiattack. David Pumpkins makes two Buttslap attacks.

Butt Slap.Melee weapon attack: +4 to hit, reach 5 feet, one target. Hit: 3 (1d4+1) bludgeoning damage. On a successful hit, the target must make a Charisma saving throw (DC: 13). On a failure the target begins to comically dance in place for 1 minute: shuffling, capering, and busting mad moves. A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is dancing, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the effect ends.

Turn Immunity. While within 30’ of David Pumpkins, the B-Boy Skeleton cannot be turned.

ACTIONS

Here we dance?The B-Boy Skeleton begins an eldritch dance accompanied by alien music. Any creature within 60’ that sees this dance must make a Wisdom saving throw (DC: 12). If the saving throw fails, affected creature falls into a state of deep confusion for 1 minute.

An affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.

1: The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.

2-6: The creature doesn’t move or take actions this turn.

7-8: The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.

9-10: The creature can act and move normally.

At the end of each of its turns, an affected target can make a Wisdom saving throw (DC: 12). If it succeeds, this effect ends for that target.

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Who I Am

I am a long-time gamer who enjoys both new-style story games and old-style OSR stuff. I love drawing maps and goofy monsters. I help write, layout, and illustrate games for Hex Games, and I keep taking stabs at creating webcomics with mixed results. I talk about RPGs (and other things) at my Bernie the Flumph blog.